Right I'm back and I thank you all for your advice because back when I posted that first picture I didn't think there was much more I could have done but boy was I wrong. I've done my best to follow everyone's advice but I think the main one that was difficult to do was reducing the brown. I added more tan to the arch…
Gotta agree with @Ckafee here. Also the biggest flaw right now is your texture, especially the edge wear. When you are texturing, think about where edges would get worn down, because right now all your edges have the same amount of wear, which looks very unrealistic. Just keep at it man, and you'll get better in no time!
The lighting might be better, but the post-processing is really overpowering to me right now. Before it felt like a stylized-but-natural lighting, now it feels very extreme and not nearly as pleasant to look at. Just my two cents! I'm a big fan of the colors present in the last version.
I think one set of concepts you need to understand is composition, and in particular the concept of focal points. Focal points are parts in the painting, model, or anything designed, that attract the attention. These points guide the viewers eye, and in videogames they have the added function of telling the player where to…
Loving this piece so far, gorgeous lighting and atmosphere. There's nothing major that's sticking out to me, only some nitpicky stuff. I've taken a stab at illustrating a few adjustments you could make. Not annotated in the picture, but I added some edge highlights from the moon on the roof of the centre building. It might…
I've never been westward, so I can't compare the traffic to the San Francisco bay area at all. What made the traffic troublesome from what I remember wasn't necessarily so much the sheer amount of people, it was the stupid layout of the roads/lights, it just didn't seem like the area's budget matched its population. It…
Hey Pior! Actually I had the standard fresnel falloff implemented exactly as you suggest, and I purposefully flipped it after looking at a lot of eyeball references. It seems to me like you never want the iris to have no reflection and the outer edges to have a lot. This is something more common to metals and plastics and…
yeah, i think the problem with the brightness, but the physically specularity. on your model, its pretty tight. where as the specularity of the actual metal is not so tight and blooms out more while not being extremely bright. but that could be a false reading from the images i've seen with the way they set up their…
We are making use of Unity game engine. Right now we are kinda skipping ahead and we are sorry for this, but we need to make sure we grasp ourselves the direction we want to go before we decide to delve into explaining the inner-side of things to all of you peeps. So please bear with us. Hope you understand. Here are some…
Hello Im doing a scan of smaller object (orange (fruit); but it doesnt matter, could be anything and the problem happened on and off previously with various scanned models). Im doing the diffuse texture in Agisoft Metashape from the original photos that were used for point cloud, mesh etc. generation ( i dont use another…